0% found this document useful (0 votes)
52 views1 page

Celestial Envoy Kitsune Character Sheet

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
52 views1 page

Celestial Envoy Kitsune Character Sheet

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Unknown Adventurer Bard 1

N Medium Kitsune Celestial Envoy Kitsune Humanoid


Perception +6; Low-Light Vision
Languages None selected
Skills Acrobatics +6, Arcana +4, Athletics +0, Deception +7, Diplomacy +7, Intimidation +7, Lore: Alcohol +4, Occultism +4,
Performance +7, Society +4
Str +0, Dex +3, Con +0, Int +1, Wis +1, Cha +4
Items Unarmored

AC 16; Fort +3, Ref +6, Will +6


HP 16
Invoke Celestial Privilege Trigger You attempt a saving throw against a divine effect, but you haven’t rolled yet. You rise
above the triggering effect, refusing to be harmed by it. You gain a +1 circumstance bonus to the triggering saving throw and
to any other saving throws you attempt against divine effects until the start of your next turn.

Speed 25 feet
Change Shape (Kitsune) (Concentrate, Polymorph, Primal, Transmutation) You transform into a specific alternate form
determined by your heritage. If your heritage doesn’t list a form, your alternate form is a tailless form, which is a common
Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your
true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for
the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this
form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action
again.
Occult Known Spells DC 17, attack +7; 1st Magic Missile, Illusory Disguise, Soothe ☆ (2 slots); Cantrips Detect Magic, Ghost
Sound, Message, Warp Step, Wash Your Luck
Focus Spells (2 points) Counter Performance Area 60-foot emanation Your performance protects you and your allies. Roll
a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual
trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement.
You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Lingering Composition You add a flourish to your composition to extend its benefits. If your next action is to cast a
cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a
level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances.
The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition
lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
Additional Feats Celestial Envoy Kitsune, Hobnobber, Lingering Composition, Star Orb
Additional Specials Muses (Maestro)

You might also like